Yep. When you create a context, there's an extra parameter to pass a "share context". The new context will share the textures, lists, vertex programs, VAOs, &c with the old one, so any object created in either will be available in the other.

The two contexts have to have compatible pixel formats. That means same renderer (probably have to restrict to a single screen), same bit depth, probably both need "no recovery" in the pixel format, &c.

Quote:Originally posted by Mark Levin I don't think that note about different accelerator cards is in the docs.

The docs say that you need compatible pixel formats, and you can never get compatible pixel formats for different accelerator cards (even if they're the same make & model), so even if it's not explicitly there, it's there.

Fenris Wrote:Is there any way to share textures and display lists over two AGL contexts? (I'm trying to let the player switch from fullscreen to window mode on-the-fly)

I remember hearing something about this a long time ago... :/

Hi Fenris,

I have made some code that can actually do this. It's working, but I am not quite pleased with it. I started a new thread to see if I could get some more feedback on the fullscreen/window problem. It is located at: http://www.idevgames.com/forum/showthrea...#post69509

BTW: OneSadCookie, thanks for the aglCreateContext tip. I did everything right except that part